opengl-stuff/src/shader.cpp
2023-08-30 05:59:37 +03:00

133 lines
4.2 KiB
C++

#include "shader.hpp"
#include "common.hpp"
#include "vendor/glad/glad.h"
#include "defer.hpp"
#include <cstdio>
#include <cstring>
#include <cerrno>
#include <cstdlib>
unsigned int create_shader(unsigned int type, const char **source)
{
unsigned int shader = glCreateShader(type);
if (!shader) {
printf("err: create_shader: glCreateShader returned 0\n");
return 0;
}
glShaderSource(shader, 1, source, NULL);
glCompileShader(shader);
int success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
char log[512];
glGetShaderInfoLog(shader, 512, NULL, log);
printf("err: create_shader: compilation failed, log: %s\n", log);
return 0;
}
return shader;
}
unsigned int create_program_source(const char *vertex_shader_source, const char *fragment_shader_source)
{
unsigned int program = glCreateProgram();
if (!program) {
printf("err: create_program: glCreateProgram returned 0\n");
return 0;
}
unsigned int vertex_shader = create_shader(GL_VERTEX_SHADER, &vertex_shader_source);
if (!vertex_shader) {
printf("err: create_program: create_shader failed returned 0 (vertex_shader)\n");
return 0;
}
unsigned int fragment_shader = create_shader(GL_FRAGMENT_SHADER, &fragment_shader_source);
if (!fragment_shader) {
printf("err: create_program: create_shader failed returned 0 (fragment_shader)\n");
return 0;
}
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
int success;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
char log[512];
glGetProgramInfoLog(program, 512, NULL, log);
printf("err: create_program: link failed, log: %s\n", log);
return 0;
}
return program;
}
unsigned int create_program(const char *vertex_shader_path, const char *fragment_shader_path)
{
Errno err = 0;
FILE *vertex_shader_file = fopen(vertex_shader_path, "r");
defer(if (vertex_shader_file) fclose(vertex_shader_file));
if (!vertex_shader_file) {
fprintf(stderr, "create_program: failed to open vertex shader file (%s): %s\n", vertex_shader_path, strerror(errno));
return 0;
}
char *vertex_shader_source = NULL;
defer(free(vertex_shader_source));
err = read_entire_file(vertex_shader_file, &vertex_shader_source, true);
if (err) {
fprintf(stderr, "create_program: failed to read vertex shader file (%s): %s\n", vertex_shader_path, strerror(err));
return 0;
}
FILE *fragment_shader_file = fopen(fragment_shader_path, "r");
defer(if (fragment_shader_file) fclose(fragment_shader_file));
if (!fragment_shader_file) {
fprintf(stderr, "create_program: failed to open fragment shader file (%s): %s\n", fragment_shader_path, strerror(errno));
return 0;
}
char *fragment_shader_source = NULL;
defer(free(fragment_shader_source));
err = read_entire_file(fragment_shader_file, &fragment_shader_source, true);
if (err) {
fprintf(stderr, "create_program: failed to read fragment shader file (%s): %s\n", fragment_shader_path, strerror(err));
return 0;
}
return create_program_source(vertex_shader_source, fragment_shader_source);
}
void program_set(unsigned int program, const char *uniform, int value)
{
glUniform1i(glGetUniformLocation(program, uniform), value);
}
void program_set(unsigned int program, const char *uniform, unsigned int value)
{
glUniform1ui(glGetUniformLocation(program, uniform), value);
}
void program_set(unsigned int program, const char *uniform, float value)
{
glUniform1f(glGetUniformLocation(program, uniform), value);
}
void program_set(unsigned int program, const char *uniform, glm::vec3 vec)
{
glUniform3fv(glGetUniformLocation(program, uniform), 1, &vec[0]);
}
void program_set(unsigned int program, const char *uniform, float x, float y, float z)
{
glUniform3f(glGetUniformLocation(program, uniform), x, y, z);
}
void program_set(unsigned int program, const char *uniform, const glm::mat4 &mat)
{
glUniformMatrix4fv(glGetUniformLocation(program, uniform), 1, GL_FALSE, &mat[0][0]);
}